Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though) Clown hitsounds are in now which is awesome. Beat up some clowns!
This commit is contained in:
@@ -1000,7 +1000,7 @@ namespace Barotrauma
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{
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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SoundPlayer.PlayDamageSound("LimbBlunt", 25.0f, targetTorso.body);
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for (int i = 0; i < 4; i++)
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{
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@@ -49,8 +49,8 @@ namespace Barotrauma
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#if CLIENT
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[Serialize(DamageSoundType.None, false)]
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public DamageSoundType DamageSoundType
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[Serialize("", false)]
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public string DamageSound
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{
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get;
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private set;
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@@ -372,13 +372,13 @@ namespace Barotrauma
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#if CLIENT
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if (playSound)
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{
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DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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string damageSoundType = (damageType == DamageType.Blunt) ? "LimbBlunt" : "LimbSlash";
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foreach (DamageModifier damageModifier in appliedDamageModifiers)
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{
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if (damageModifier.DamageSoundType != DamageSoundType.None)
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if (!string.IsNullOrWhiteSpace(damageModifier.DamageSound))
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{
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damageSoundType = damageModifier.DamageSoundType;
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damageSoundType = damageModifier.DamageSound;
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break;
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}
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}
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@@ -384,7 +384,7 @@ namespace Barotrauma.Items.Components
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if (Math.Sign(diff) != dir)
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{
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, body);
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SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, body);
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#endif
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if (isHorizontal)
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@@ -215,6 +215,7 @@ namespace Barotrauma.Items.Components
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{
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Character targetCharacter = null;
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Limb targetLimb = null;
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Structure targetStructure = null;
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if (f2.Body.UserData is Limb)
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{
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@@ -224,8 +225,12 @@ namespace Barotrauma.Items.Components
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}
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else if (f2.Body.UserData is Character)
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{
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targetCharacter = (Character)f2.Body.UserData;
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targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
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}
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else if (f2.Body.UserData is Structure)
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{
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targetStructure = (Structure)f2.Body.UserData;
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}
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else
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{
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@@ -236,14 +241,22 @@ namespace Barotrauma.Items.Components
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if (attack != null)
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{
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if (targetLimb == null)
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if (targetLimb != null)
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{
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attack.DoDamageToLimb(user, targetLimb, item.WorldPosition, 1.0f);
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}
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else
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else if (targetCharacter != null)
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{
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attack.DoDamage(user, targetCharacter, item.WorldPosition, 1.0f);
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}
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else if (targetStructure != null)
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{
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attack.DoDamage(user, targetStructure, item.WorldPosition, 1.0f);
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}
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else
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{
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return false;
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}
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}
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RestoreCollision();
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@@ -251,7 +264,7 @@ namespace Barotrauma.Items.Components
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if (GameMain.Client != null) return true;
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if (GameMain.Server != null)
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if (GameMain.Server != null && targetCharacter != null) //TODO: Log structure hits
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, targetCharacter.ID });
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@@ -263,8 +276,9 @@ namespace Barotrauma.Items.Components
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logStr += " on " + targetCharacter.LogName + ".";
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Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
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}
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ApplyStatusEffects(ActionType.OnUse, 1.0f, targetLimb.character);
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if (targetCharacter != null) //TODO: Allow OnUse to happen on structures too maybe??
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ApplyStatusEffects(ActionType.OnUse, 1.0f, targetCharacter != null ? targetCharacter : null);
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return true;
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}
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@@ -507,7 +507,7 @@ namespace Barotrauma
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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SoundPlayer.PlayDamageSound("StructureBlunt", impact,
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new Vector2(
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
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@@ -663,7 +663,7 @@ namespace Barotrauma
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if (playSound)// && !SectionBodyDisabled(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
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}
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#endif
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@@ -665,7 +665,7 @@ namespace Barotrauma
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if (maxDamageStructure != null)
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{
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SoundPlayer.PlayDamageSound(
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DamageSoundType.StructureBlunt,
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"StructureBlunt",
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impact * 10.0f,
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ConvertUnits.ToDisplayUnits(lastContactPoint),
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MathHelper.Clamp(maxDamage * 4.0f, 1000.0f, 4000.0f),
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